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May 22, 2019
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Report: Telltale is replacing its in-house engine with Unity
Sources speaking to Variety mention that Telltale?s upcoming Stranger Things game will be the first game to run on Unity rather than its internal Telltale Tool engine.
06.24.18 | News | Alissa McAloon | 4 Number of Comments 
'It can never be that simple': Designing the quests of Cyberpunk 2077
CD Projekt Red quest designer Patrick Mills explains the underlying ideas informing the development of Cyberpunk 2077's open-world quests.
06.19.18 | News | Bryant Francis | 1 Number of Comments 
Former Telltale CEO and co-founder Kevin Bruner is suing the studio
Telltale has called the lawsuit "meritless," and suggests it has been filed "as an apparent means of extracting revenge on a company already under financial strain."
06.14.18 | News | Chris Kerr | 1 Number of Comments 
Get a job: Skydance Interactive is hiring a Systems Designer
Skydance Interactive is seeking a skilled and enthusiastic Systems Designer to work on a The Walking Dead VR title.
06.12.18 | News | Staff |  
Video: Building the coop-friendly levels of Dead Space 3
At GDC 2013, (now former) Visceral Games dev Seth Marinello explains how the team built Dead Space 3's levels and encounters to work for both one and two players in drop-in/drop-out cooperative play.
06.11.18 | News | Staff |  
7 great examples of foreshadowing in games that devs should study
Foreshadowing is a valuable tool that every game maker should have in their arsenal, so we reached out to some devs who know their stuff for tips and examples of games that do it well.
05.08.18 | News | Richard Moss | 1 Number of Comments 
The Heartbeat Symposium: Exploring love, sex, and intimacy in games
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
04.25.18 | News | Joel Couture |  
Game Design Deep Dive: Dandara's unique jump-only movement mechanic
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev Joo Brant in this Deep Dive into the game's unique movement system.
04.19.18 | News | João Brant | 2 Number of Comments 
Ex-Scopely, EA devs form Ordinal Games mobile studio
A pair of devs previously hailing from EA and Scopely teams have partnered up to form a new game studio, focused specifically on creating narrative-focused free-to-play mobile games.
04.15.18 | News | Alissa McAloon |  
In It To Minit: Designing a world of one-minute adventures
Minit devs Kitty Calis and Jan Willem Nijman open up about how they designed their one-minute adventure game to be fun but not frustrating, and why time limits are great for emphasizing player choice.
04.11.18 | News | Alex Wiltshire |  
Art Design Deep Dive: Giving back colors to cryptic worlds in Dead Cells
"Despite featuring zombies and developing a game where the foreboding sense of danger never leaves you, we choose not to mimic the artistic direction of similar titles." - Gwenaël Massé, artist on Dead Cells.
04.02.18 | News | Gwenaël Massé | 5 Number of Comments 
Growth, toxicity, crunch: Devs talk about what went wrong at Telltale
A new feature on The Verge tries to get at the heart of what happened to Telltale Games by speaking to a number of current and former employees, and their comments point to a toxic company culture.
03.19.18 | News | Alex Wawro |  
Get a job: Disruptor Beam is hiring a VFX Artist
Disruptor Beam is looking for a VFX Artist to create stunning VFX in Unity for both gameplay and UI events as a member of its Massachusetts-based team.
03.15.18 | News | Staff |  
Devs can now use Google Maps API to build their own game worlds
Developers will now be able to use Google Maps to pull data for assets like 3D renderings and landmarks to create their own game environments from.
03.13.18 | News | Emma Kidwell | 1 Number of Comments 
Check out the winners of GDC Play 2018!
GDC organizers have revealed the 'Best in Play' awards for exhibitors in the on-site GDC Play 2018 event, honoring remarkable games like Furious Seas and A Fold Apart!
03.08.18 | News | Staff |  
Get a job: Disruptor Beam is hiring a VFX Artist
Disruptor Beam is looking for an Artist with at least three years of experience to create VFX in Unity for both gameplay and UI events.
02.25.18 | News | Staff |  
GDC 2018 Level Design Workshop: An expert roundtable Q&A
To prepare for the big GDC 2018 Level Design Workshop on Tuesday, March 20th, a handful of the speakers wanted to warm up by chatting (via email) about some of the finer points of level design.
02.22.18 | News | Staff | 3 Number of Comments 
Alt.Ctrl.GDC Showcase: Living Orb
Living Orb, a manipulatable ball of LEDs, offers players a variety of games to play with light and rotation, as well as opportunities for other devs to make their own games from it.
02.21.18 | News | Joel Couture |  
'Don't be predictable': Gary Whitta reflects on writing for games
"Create characters we can care about," the veteran writer (Rogue One, The Walking Dead) advises. ?be mindful of structure, don?t be predictable, try to surprise as much as possible."
02.18.18 | News | Alan Bradley | 4 Number of Comments 
Starbreeze banking on The Walking Dead after posting pre-tax loss of $22.2M
The developer-publisher, which owns Payday developer Overkill Software, expects to show negative earnings until it releases Overkill's The Walking Dead next year.
02.14.18 | News | Chris Kerr | 2 Number of Comments 
The Fire Fades: Dealing with the scourge of burnout in game dev
Gamasutra speaks with a medical professional and a handful of devs about their personal stories of burnout, and how, as an industry, we can better prevent the awful practices that lead to it.
02.08.18 | News | Joel Couture | 10 Number of Comments 
Get a job: Skydance Interactive is hiring an Art Director
Skydance Interactive is looking for a talented Art Director to oversee the entire art vision, pipeline and production on a project as a member of its team in Marina Del Rey, California.
01.28.18 | News | Staff |  
How MidBoss encodes a player's game data in shareable 'death cards'
Gamasutra speaks with MidBoss developer Emma "Eniko" Maassen about sharing save files via Twitter, steganographically encoded in an embedded image of the protagonist's grisly fate.
01.25.18 | News | Jay Allen | 1 Number of Comments 
Adding depth to 2D with hand-drawn normal maps in The Siege and the Sandfox
Gamasutra speaks with Cardboard Sword artist Keith Duke-Cox about hand-drawing normal maps to add a sense of visual depth to their 2D platformer, The Siege and the Sandfox.
01.15.18 | News | Jay Allen | 4 Number of Comments 
Developers share their favorite indie games of 2017
A smorgasbord of great games were released last year; here, a group of game developers from around the industry weigh in on what their favorite indie game of 2017 was, and why.
01.10.18 | News | Thomas Faust |  

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